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How do YOU mod KSP?


RJ9955hi

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Kerbal Engineer, Kerbal Alarm Clock, Docking Port Alignment Indicator. Keep it simple, my game runs fast, and I don't feel the need for parts mods. Part of the challenge is making cool stuff with stock parts. (I have used tons of mods in the past, though.)

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Right now I'm using:

Contract Configurator - Mainly to remove certain categories of stock contracts that I find stupid.

Enhanced NavBall - Because I like my brown navball and the navball shouldn't be in the middle of the screen.

KIS - I finally added this because I had to put some larger solar panels on a Jool tug.

Texture Replacer - To support my '70's "Terran Trade Authority" skybox.

Contract Packs - The anomalies pack for Contract Configurator.

Kerbal Engineer - Because information~

Thermal Helper - My own mod for enabling/disabling the debug options.

Cursor Deleter - Because the stock cursor is terrible.

For Science - Reduces the science grind in career.

Kerbal Renamer - My own mod so I don't have to suffer through "Kerman" and such.

TAC Fuel Balancer - For transferring fuel and things.

Kerbal Alarm Clock - Because time~

Ejection Angle - My own creation, basically a stripped-down PreciseNode that only shows the node ejection angle.

Stock Fuel Switch - Works with Firepsitter so that I can have LiquidFuel-only fuel tanks. Because it should be stock, damnit.

Hyperedit - For testing landers and such.

ScienceAlert - Reduces science grind in career mode.

Tank Lock - My own mod to support drop-tank usage via hotkey.

Waypoint Manager - For extra Contract Configurator functionality.

I've also created a few ModuleManager scripts for myself and added a few library mods like Firespitter and ModuleManager.

Once they're all updated I'll create a full Realism Overhaul setup and move over, but stock is actually pretty fun right now.

Edited by regex
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I like mods that add more features to the game, like KIS/KAS that gives EVA more purpose, RPM that gives IVA more purpose, Extraplanetary Launchpads and MKS/OKS to give space stations and ground stations more purpose. I also like the mods that add essential information to the game, like Kerbal Alarm Clock that lets me manage multiple missions at the same time, and KER to give me important information on my ships so I can plan them out properly. I tend not to use part packs a lot, I'm pretty happy with the stock parts.

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For me :

the "you can't play ksp correctly without"

kerbal engineer redux -> no need to comment

scan sat -> mapping stallite, very usefull

remotetech -> you need to make a real network in order to transfer your science

alarm clock -> no comment

KW rocketery -> i really enjoy the big boosters :P

infernal robotics -> the many use of it is what makes this mod awesome

Dmagic orbital science -> more science to do !

and the "it's good to have these, we never know"

spaceY -> some nice parts

quiztech aero -> i do enjoy the cockpits

KAX -> more aircraft !

modular rocket system -> some parts that can be used here and there

boxsat -> a sat in a box

hullcam -> i use it more to make "good looking rover"

docking port alignement -> it's a plus to have it

transfer window planner -> same as above

tweakscale -> combined with infernal robotic it's a big plus

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I've just recently started with RemoteTech for the first time and I'm having a blast, it makes so much more sense with this mod.

I'm finding that HyperEdit is pretty handy for RemoteTech satellite constellations. Fly the satellite to as close as possible to the desired orbit, and then use HyperEdit to remove floating point errors from the position. It's the best compromise I have between not cheating and tedious manual station-keeping.

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